Grognardcon is a special
Pre-con consisting of an amalgam of nine of the old classic hex-style
wargames under the watchful eye of GM Bruno Sinigaglio: Afrika
Korps, Anzio, Bulge '81, Gettysburg, Panzerblitz, Squad Leader,
Russian Campaign, Waterloo, and Wooden Ships &
Iron Men. All use the Free Format scheduling device which
allows players to schedule preliminary games at their convenience.
Play as many or as few preliminary games as you like but only
your best three results in each game will determine the four
finalists to advance to Single Elimination play at the end of
the week. Each event will be turned over to its own GM on Monday
for resolution in the normal manner - the only difference is
that participation in Grognardcon gives you two additional days
to qualify with preliminary games in the events of your choice.
Play at Grognardcon is free to all Tribune level members and
subject to an additional fee for all others.

1. WBC FREE FORM FORMAT. This Tournament uses a Swiss
Elimination format for the preliminary rounds followed by a Single
Elimination format for the four players with the best performances
during the Swiss segment. Entrants may play multiple games during
the Swiss segment, which begins during the PRE-CON on Saturday,
and which concludes during the CON on Friday. Best performances
will be determined as described below in paragraph 4.

b. CON SWISS. The CON Swiss Segment consists of four
daily heats: Tuesday 0900, Wednesday 0900, Thursday 0900 and
Friday 0900. The Swiss Segment ends on Friday at 1800 hours,
at which time the four players with the best performances during
the Swiss Segments will advance into the Playoffs.

c. WBC Playoffs. All games played during the Swiss
Segment, which includes the PRE-CON Swiss and the CON Swiss,
will be used to determine the four best players. The two-round
playoffs begin Friday with the semifinals at 2000 hours.

3. SCENARIO. The WBC 8-turn Tournament Scenario will
be played using Second Edition, Advanced Game rules, with Optional
Rule 36.0 (SS Panzer Commitment in 16AM) in effect. Per errata:
4NW and 388 Arty start in Area B; 17NW and 405 Arty start in
Area A. The Scenario Victory Conditions are described below:

a. Time Limit: The game ends at the conclusion of the
American 19PM turn - Exception: The game ends earlier, if the
German player can attain an automatic victory as described in
the next paragraph.

b. German Automatic Victory: The game ends immediately
for any of the following:

(1) A German combat unit enters a Liege hex or a Meuse River
city hex.
(2) German combat units occupy two cities on the west board simultaneously.
(3) Three German mechanized-class units exit the mapboard from
road hexes AA1, DD1 or any hexes containing a German cross.

c. If an automatic victory is not achieved, the
German player wins by accomplishing four of the following 11
objectives - Note: 'capture' is defined as occupying the hex
at the end of the American 19PM turn, regardless of supply status:
(1) Capture Bastogne.
(2) Capture Parker's Crossroads (hex AA17).
(3) Capture Stavelot.
(4) Capture Trois Ponts.
(5) Capture Spa.
(6) Capture Eupen.
(7) Capture a fuel dump.
(8) Capture any city on the west map that is east of the Meuse.
(9) Eliminate 18 or more Allied combat units.
(10) Lose three (3) or fewer German mechanized or artillery-class
units.
(11) Create a bridgehead across the Ourthe River by capturing
one of the following hexes: T26, V23, X22. For this victory condition
to be accomplished, Bastogne must also be captured.

4. PLAYER PERFORMANCE RATINGS.

a. All game results and player ratings will be posted
and updated as results are reported.

b. Performance ratings will be based upon the best
three games played by a participant.

c. Games in excess of three will not add, nor detract
from a player's performance rating.

d. A player must play at least three games to
advance to the single elimination phase.

e. Performance ratings for a player will be obtained
as follows:

(1) A player receives 10 points for each victory.

(2) A player receives 1 point for each loss.

(3) A player receives 2 points for each victory tallied by
an opponent that he defeats. All of the defeated opponent's games
will qualify for the scoring of these points, but only the first
game against a particular opponent will qualify for these bonus
points.

Bonus Point Examples: if player A defeats player B, then player
A receives 2 points for all games won by Player B during the
Swiss segment; however, if Player A and B play each other a second
time, no bonus points will be awarded regardless of who wins.

5. PERFORMANCE RATING TIEBREAKERS:

a. Head to head play is the 1st tiebreaker.

b. Points scored VERSUS mutual opponents is the 2nd
tiebreaker.

c. Points scored BY mutual opponents is the 3rd tiebreaker.

d. Points scored BY all defeated opponents is the 4th
tiebreaker.

e. Points scored BY all opponents is the 5th tiebreaker.

6. Entrants may play every day during the Swiss segment,
if so desired. Entrants may play multiple games during the Swiss
segment.

7. The GM will determine match pairings for each round.
Present yourself at the kiosk during any round you wish to join.
If you wish to play more than one game in a day, the GM will
attempt to arrange two games for players who want them this is
subject to availability of opponents.

8. Each player will be given a Match Sheet, which will
list the game, opponent and start time.

9. When opponents are assigned, they must inform the
GM when they will start their game and when they expect to finish.
If the players cannot agree on a reasonable start time, they
will be required to begin the game within one hour.

10. If an assigned opponent does not appear for a mutually
agreed upon start time, the GM will forfeit the game to a player
who is waiting. The player who is waiting must alert the GM that
a forfeit is imminent within 15-minutes of the start time listed
on the Match Card. If the tardy opponent fails to appear, the
game will be forfeited to the player who is waiting at 20-minutes
past the start time on the Match Card. There is no deviation
from this procedure; therefore, if a waiting player alerts the
GM beyond the specified 15-minute alerting period - there will
be no forfeit - instead, the game will be cancelled.

11. The results of completed games should be reported
to the GM as soon as possible using the Match Card. If game results
are not reported to the GM by the end of a Swiss round (2300
hours), both players will be credited with a loss. EXCEPTION
- Any day other than Friday: The GM will permit players to continue
past 2300 hours, but they must inform the GM beforehand that
they expect to finish after the 2300 deadline.

12. The GM (or assistant GM if the game involves the
GM) reserves the right to adjudicate any game at the end of the
time limit for the round. If one player is moving at a significantly
slower pace than the other, this will be taken into account in
the adjudication.

13. WBC rules require submission of a Winner's Claim
with the top six players listed in order (although there may
be no prizes for some of these finishes for this event). At the
end of the Swiss, players will be ranked in order from 1 to 6.
The final 5th & 6th places will be determined from these
standings.

14. The GM will submit the results of ALL games played
for inclusion into AREA.

15. The four players with the best performance during
the Swiss will advance to a Single Elimination semifinal at 2000
on Friday. The 1st place finisher will play the 4th place finisher,
and the 2nd place finisher will play the 3rd place finisher.
The GM will post the match assignments for the semifinals by
1800, Friday.

16. The GM will post the match assignments for the
semi-finals by 1800, Friday. If players qualifying for the semi-finals
do not intend to participate, they should alert the GM, so that
lower ranked finishers may be moved up to play in the playoff
rounds.

17. If any of the four players qualifying for the semifinal
fail to appear at the Kiosk by 1815, Friday, they will be dropped
from further participation. Players who finished lower than 4th
in the Swiss segment may move into the Single Elimination rounds,
if they are present at the Kiosk on Friday at 1815, when higher
rated no-shows are officially dropped.

18. The two winners of the semifinals may mutually
arrange to play their final game at a convenient time after the
semifinal, subject to approval by the GM. The final championship
game must be completed by midnight, Saturday, at which time the
results must be reported to the GM.